目录
* 作者:闪电Y黑客
* 日期:2019.6.11
* 功能:用于射线检测
1.Obstacle_crossing 射线检测:障碍穿越
/// <summary>
/// 射线检测:障碍穿越
/// </summary>
/// <param name="origin">射线发射原点</param>
/// <param name="direction">射线发射向量</param>
/// <param name="collision_distance">二次延伸长度</param>
/// <param name="LayerMask">遮罩层:~LayerMask.GetMask(Tags.player)//忽略player</param>
/// <returns>return : 穿越后的位置</returns>
static public Vector3 Obstacle_crossing(Vector3 origin, Vector3 direction, float collision_distance, int LayerMask)
{
RaycastHit hit;
Vector3 direction_Extended = direction + direction.normalized * collision_distance;//向量延伸
return (Physics.Raycast(origin, direction_Extended, out hit, direction_Extended.magnitude, LayerMask))
?
hit.point - (direction.normalized * collision_distance)//前往射线碰撞位置
:
origin + direction//回到原始位置
;
}
2.UIRayCast 画布射线:UI穿透获取
/// <summary>
/// 画布射线:UI穿透获取
/// </summary>
/// <param name="Canvas">画布射线组件</param>
/// <param name="position">屏幕坐标</param>
/// <returns>UI穿透列表</returns>
static public List<RaycastResult> UIRayCast(GraphicRaycaster Canvas, Vector2 position)
{
PointerEventData eventData = new PointerEventData(EventSystem.current);
List<RaycastResult> list = new List<RaycastResult>();
eventData.position = position;
Canvas.Raycast(eventData, list);
return list;
}
3.UIPassEvent 画布射线:UI事件穿透
/// <summary>
/// 画布射线:UI事件穿透
/// </summary>
/// <param name="data">eventData事件</param>
/// <param name="function">ExecuteEvents.触摸事件</param>
/// <param name="PenetrateLayer">穿透层数</param>
/// <typeparam name="T">???</typeparam>
static public void UIPassEvent<T>(PointerEventData data, ExecuteEvents.EventFunction<T> function, int PenetrateLayer)
where T : IEventSystemHandler
{
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(data, results);
GameObject current = data.pointerCurrentRaycast.gameObject;
for (int i = 0; i < results.Count; i++)
{
if (i > PenetrateLayer-1)break;//穿透层数
if (current != results[i].gameObject)
{
ExecuteEvents.Execute(results[i].gameObject, data, function);//触摸事件传递!!!!!!
}
}
}
全篇:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/*
* 作者:闪电Y黑客
*
* 日期:2019.6.11
*
* 功能:用于射线检测
*/
namespace SDHK_Tool.Static
{
/// <summary>
/// 射线检测类
/// </summary>
static public class SS_Ray
{
/// <summary>
/// 射线检测:障碍穿越
/// </summary>
/// <param name="origin">射线发射原点</param>
/// <param name="direction">射线发射向量</param>
/// <param name="collision_distance">二次延伸长度</param>
/// <param name="LayerMask">遮罩层:~LayerMask.GetMask(Tags.player)//忽略player</param>
/// <returns>return : 穿越后的位置</returns>
static public Vector3 Obstacle_crossing(Vector3 origin, Vector3 direction, float collision_distance, int LayerMask)
{
RaycastHit hit;
Vector3 direction_Extended = direction + direction.normalized * collision_distance;//向量延伸
return (Physics.Raycast(origin, direction_Extended, out hit, direction_Extended.magnitude, LayerMask))
?
hit.point - (direction.normalized * collision_distance)//前往射线碰撞位置
:
origin + direction//回到原始位置
;
}
/// <summary>
/// 画布射线:UI穿透获取
/// </summary>
/// <param name="Canvas">画布射线组件</param>
/// <param name="position">屏幕坐标</param>
/// <returns>UI穿透列表</returns>
static public List<RaycastResult> UIRayCast(GraphicRaycaster Canvas, Vector2 position)
{
PointerEventData eventData = new PointerEventData(EventSystem.current);
List<RaycastResult> list = new List<RaycastResult>();
eventData.position = position;
Canvas.Raycast(eventData, list);
return list;
}
/// <summary>
/// 画布射线:UI事件穿透
/// </summary>
/// <param name="data">eventData事件</param>
/// <param name="function">ExecuteEvents.触摸事件</param>
/// <param name="PenetrateLayer">穿透层数</param>
/// <typeparam name="T">???</typeparam>
static public void UIPassEvent<T>(PointerEventData data, ExecuteEvents.EventFunction<T> function, int PenetrateLayer)
where T : IEventSystemHandler
{
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(data, results);
GameObject current = data.pointerCurrentRaycast.gameObject;
for (int i = 0; i < results.Count; i++)
{
if (i > PenetrateLayer-1)break;//穿透层数
if (current != results[i].gameObject)
{
ExecuteEvents.Execute(results[i].gameObject, data, function);//触摸事件传递!!!!!!
}
}
}
}
}